StrongHarm Posted December 9, 2014 Posted December 9, 2014 I noticed after landing that when my wingman extended his boarding ladder, all of the panels open up.. the ones that are typically open during repairs. I tried extending my boarding ladder, but the panels remained closed. Is this a feature that only shows on AI birds or do player aircraft do it as well and I'm just missing something? It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm
Snoopy Posted December 9, 2014 Posted December 9, 2014 Player acft don't (and shouldn't IMO) v303d Fighter Group Discord | Virtual 303d Fighter Group Website
StrongHarm Posted December 9, 2014 Author Posted December 9, 2014 OK thanks Snoopy. I agree. It's such a great feature of A-10C that anytime the engines aren't running those panels should open up. It would be neat to see an aircrew too. I created some missions in ARMA3 that have maintenance personnel come out to your aircraft when it's being serviced and the feedback on the feature was huge. Hope they'll have the engine and graphics to cover it in DCSW2. Can you imagine how much immersion would come from having a line crew walk up to a random panel to turn a wrench.. push missile carts and pull fuel hoses? I have to say again though.. since I'm starting to sound like an unappreciative end-user... the panels were a great idea. It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm
Snoopy Posted December 9, 2014 Posted December 9, 2014 But those panels shouldn't be opened just because the engines aren't running. The only panels that "should" be open are: W79 F7 F63 F71 F41 F43 F53 F55 Only one panel listed above opens (W79) all the others are only opened when doing maintenance. And I say "should" loosely because if you're not actively inspecting those areas even the panels list above would be closed. Nice feature yes but not accurate for all situations. v303d Fighter Group Discord | Virtual 303d Fighter Group Website
StrongHarm Posted December 9, 2014 Author Posted December 9, 2014 I think if there's artistic license taken with say.. a 30mm HEI round not killing a solder who has only 20ft separation.. I think panels being open will be a minor artistic deviation :) Then again, I don't know.. it's kind of heartless to make those digital line pukes pull out their speed wrenches whenever we're on the pad.. just so our birds will look cool.. HEY, when random failures are turned off does that mean there's virtual safety wire securing every single fastener in the bird?! Sucks to be them! It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm
Phantom_Mark Posted December 9, 2014 Posted December 9, 2014 OT: I was messing around with triggers to spawn fuel trucks and ammo truck to drive to the parking area after landing at the end of a mission......maybe I will pick that back up then :D
StrongHarm Posted December 9, 2014 Author Posted December 9, 2014 I achieved a loop for support trucks and personnel triggered by client landing or taking off from FARP. I ended up using waypoint HOLD with a trigger area and stop conditions on the hold. It works like a charm. You'll see it in my upcoming mission Battle for Patara Valley.. which I've been working on for over two years. Well.. upcoming if I don't add anything else to it. As it stands there are over 200 triggers, 4 side missions, and over 800 vehicles over the span of the battlefield... God help me if I think of something more to add to it... It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm
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